Windows Game Programming For Dummies, 2nd Edition
Using DirectXthe latest and greatest technology for making games on PCsWindows Game Programming For Dummies will help you write just about any 2D game you can conjure. Now updated to cover new DirectX and Windows releases, your friendly yellow-and-black companion will show you:
- The basics of video game design
- The nuts and bolts of Windows programming
- How to work with DirectXand play with DirectDraw
- How to make a real game, with an actual, step-by-step example
- How to market your mind-blowing new creation
- The ten biggest mistakes made by game programmersand how to avoid them
From graphics to sound to input and installation, legendary game developer and Xtreme Games CEO André LaMothe takes you right into the guts of the gamein an entertaining style that won’t send you retreating to the nearest joystick. André’s witty, he’s tons of fun, and before you know it he’ll have you up to speed on:
- Setting up your game programming workstation
- Getting into DirectDraw: animation techniques, bitmaps, color keying, and more
- Adding Direct X subsystems such as DirectSound, DirectInput, and AutoPlay
- Getting your hands dirty by making a real game
- The physics of asteroids and other flying objects: time, velocity, force, and all that
- Game programming websites, downloads, 3D engines, usenet groups, and more!
PART I: GETTING FAMILIAR WITH WINDOWS PROGRAMMING.
Chapter 1: Setting Up for Windows 9x/XP/2000 Programming.
Chapter 2: Exploring the Basics of Video Game Design.
Chapter 3: The Nuts and Bolts of Windows 9x/XP/2000 Programming.
Chapter 4: How to Handle Big Events.
Chapter 5: Putting Windows GDI to Work: Drawing Text and Graphics.
Chapter 6: Wrapping Up Windows 9x/XP/2000 Programming.
PART II: JACKING IN WITH DIRECTX.
Chapter 7: The Architecture of DirectX and the Dreaded COM.
Chapter 8: Getting to Know DirectDraw.
Chapter 9: Using the DirectDraw Crayons.
Chapter 10: Digging into DirectDraw: Animation and Bitmaps.
Chapter 11: Digging Deeper into Direct Draw: Advanced Features.
Chapter 12: The GPDUMB Game Engine, Part I.
PART III: The Rest of the Puzzle: SOUND, INPUT, AND SET UP.
Chapter 13: Making Noise with DirectSound.
Chapter 14: The Ins and Outs of DirectInput.
Chapter 15: Click OK to Install: Using DirectSetup & Autoplay.
Chapter 16: GPDUMB Part II-The Final Conflict.
Chapter 17: What goes Up Must Come Down: Physics Modeling.
Chapter 18: Putting the Game Engine to Work with Underworld.
Chapter 19: Marketing Your Madness.
PART V: THE PART OF TENS.
Chapter 20: Ten Basic Rules of Game Design.
Chapter 21: Ten Biggest Mistakes Game Programmers Make.
Chapter 22: Ten Best Game Programming Resources on the Web.
END-USER LICENCE AGREEMENT.
The Underworld Challenge
A message from André LaMothe, author of Windows® Game Programming For Dummies®
As with all my books, I like to create some sort of contest or other impetus to get you to write a game from scratch or modify a game that I provide. In keeping with tradition, here's a little contest for you: Improve Underworld as much as you can and send me your game. On January 1 of every year until the year 2005, I will select a winner from all the submissions, send the winner $100 (in U.S. funds), and put the winning game up on my Web site for all to see and download.
To enter the contest, simply send me your game on a disk or CD with a self-addressed envelope to the following address:
Xtreme Games LLC
Attention: The Underworld Challenge Contest
P. O. Box 641744
San Jose, CA 95164-1744
I won't send back anything if you lose, but I will if you win!